ILM and Disney Make Pirate Perfection

Yo ho, ho, ho, a pirates life for me! That is the opening verse audiences are singing as they depart from Walt Disney Pictures Pirates of the Caribbean: The Curse of the Black Pearl. Amidst a season filled with high-budgeted sequels, Pirates emerges as the surprise of the summer, thanks mostly to a near-perfect hybridization of an impelling story and VFX. In a film that could have easily become a spoof of the Disneyland ride or an overblown fizzle like The Adventures of Rocky and Bullwinkle, the respectful approach and attention to detail in Pirates, which stars Johnny Depp, would have made Walt Disney proud. The creative vision of director Gore Verbinski and producer Jerry Bruckheimer, coupled with the VFX crew of Industrial Light & Magic, honed Pirates into sheer fantasy splendor, creating the cinematic ride of the year.

Typically, a pirate film would not require hefty visual effects, but Pirates has a twist: as its subtitle trumpets, there is a curse. The crew of the pirate ship The Black Pearl harbors a curse for stealing Aztec treasure sullied by the sins of Cortez himself. The consequence of this curse leaves the pirates immortal and without somatic senses. More importantly, the moonlight reveals the true figures of the pirates: they are skeletons. Audiences have Ted Elliott and Terry Rossio (screenplay and screen story) to thank for this innovative spin on the rides story; these two Hollywood corsairs were previously responsible for penning Aladdin and Shrek, among other successes. They waited nearly 10 years to have a studio pick up their supernatural take on a pirate tale.
With roughly 200 people, including 25 animators, the ILM crew was larger than usual, mainly due to Pirates rapid production schedule, which ran from October 2002 through June 2003. ILM contributed more than 300 FX shots. Alias|Wavefronts Maya was the primary modeling and animation software used in the film, which is atypical for ILM. Traditionally, ILM uses SoftImage 3.9, but beginning with recent films such as Hulk, ILM has begun leaning toward Maya, the industry standard. For the remainder of the FX operations, including rotoscoping, optical motion capture, facial animation and cloth, ILM employed its own in-house programs.
























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